GameMonetize Posted March 30, 2016 Share Posted March 30, 2016 Let me know if this helps? http://doc.babylonjs.com/tutorials/How_to_use_LOD Quote Link to comment Share on other sites More sharing options...
meteoritool Posted March 30, 2016 Author Share Posted March 30, 2016 Well, I have had success with LOD experiments before lol I'm just blocked at a rather early stage of my scene, getting frustrated, but very interested in looking for the problems... Here in this PG I have trouble with the lensFlare which should be obstructed :/http://playground.babylonjs.com/#1NLCOZ#8 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 30, 2016 Share Posted March 30, 2016 It is a bug I'll fix it for next commit:) meteoritool 1 Quote Link to comment Share on other sites More sharing options...
meteoritool Posted April 13, 2016 Author Share Posted April 13, 2016 Hello again ! To make a dynamic ShadowRenderList, I've made a function to check if a mesh is at a certain distance from camera. The function is executed every x milliseconds with a setInterval(). http://playground.babylonjs.com/#1NLCOZ#10 I have a problem : if you walk on, in the playground, you'll notice that that last walls' shadows are no more rendered. I feel that the shadowmap "possible size" here is static, then shadows outside of the initial map are not rendered even if mesh is in renderlist... I'm not sure ... #1: How can I make this work ? the size/position of the shadowmap ? #2: In the example above, the variable I've made to define the wanted range is "cameraCorrectRange". If you set it to a very high value (covering the whole scene, 500 for example), the shadow would be correctly rendered everywhere, but if you walk on forward toward the opposite edge, there is a point where the shadow suddenly disappears :-/ feels like a bug ? Thx for your help ! edit : I forgot to add instances to my "checkRangeToCamera" function :http://playground.babylonjs.com/#1NLCOZ#11 But it doesn't change anything, apparently, looping through "scene.meshes" also includes instances ! Quote Link to comment Share on other sites More sharing options...
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